actor Lith_RedCard : Lith_CustomInventory replaces RedCard { Inventory.PickupSound "player/pickup/redkey" states { Spawn: RKEY A 10 RKEY B 10 bright loop Pickup: TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_redcard) TNT1 A 0 A_GiveInventory("RedCard") stop } } actor Lith_BlueCard : Lith_CustomInventory replaces BlueCard { Inventory.PickupSound "player/pickup/bluekey" states { Spawn: BKEY A 10 BKEY B 10 bright loop Pickup: TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_bluecard) TNT1 A 0 A_GiveInventory("BlueCard") stop } } actor Lith_YellowCard : Lith_CustomInventory replaces YellowCard { Inventory.PickupSound "player/pickup/yellowkey" states { Spawn: YKEY A 10 YKEY B 10 bright loop Pickup: TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_yellowcard) TNT1 A 0 A_GiveInventory("YellowCard") stop } } actor Lith_RedSkull : Lith_CustomInventory replaces RedSkull { Inventory.PickupSound "player/pickup/redskull" states { Spawn: RSKU A 10 RSKU B 10 bright loop Pickup: TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_redskull) TNT1 A 0 A_GiveInventory("RedSkull") stop } } actor Lith_BlueSkull : Lith_CustomInventory replaces BlueSkull { Inventory.PickupSound "player/pickup/blueskull" states { Spawn: BSKU A 10 BSKU B 10 bright loop Pickup: TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_blueskull) TNT1 A 0 A_GiveInventory("BlueSkull") stop } } actor Lith_YellowSkull : Lith_CustomInventory replaces YellowSkull { Inventory.PickupSound "player/pickup/yellowskull" states { Spawn: YSKU A 10 YSKU B 10 bright loop Pickup: TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_yellowskull) TNT1 A 0 A_GiveInventory("YellowSkull") stop } } // EOF